I Don’t Know How Videogames Are Made, But I Have An Opinion Anyway

When I saw the leaked Grand Theft Auto VI footage, I was furious. Not for the developers at Rockstar Games who have spent years toiling away behind their desktops carefully crafting the follow-up to one of the highest selling videogames of all time, only to allegedly have some teen steal development clips. They clearly need a better firewall, or whatever keeps hackers out; I personally volunteer my information freely to the various governments of the world because it’s less work.
No, I was furious because Grand Theft Auto VI wasn’t ready yet. If you’re going to show us the game—and I mean, why let it leak if you don’t want us to see it—I expect it to be perfect: finalized graphics, all character lines recorded, not a bug in sight. You may think that, as someone not in the videogame development industry, I would have no idea how the digital sausage gets made. I can try to explain it as “coding” and “engines” and “incredibly complex instructions interacting with one another to make even the most basic thing actually run,” but I’d be wasting my breath. It’s obviously magic.
Like Rumplestilkskin weaving gold from thread, developers grab ideas from the aether and use their accumulated arcane knowledge to confine them to a computer or console. If you ever want a glimpse of these magical shenanigans, take a look at the so called Game Developers Conference. Developers stand tall, spewing schlock about “narrative design” and “controller constraints” and “intuitive ideas,” all while showing doctored videos of things called a prototype. It’s laughable really that so much effort goes into something so crude and bland when common knowledge states everything a videogame needs has already been designed before development even started.
Since videogames generally start out in polished states and ready to ship, it stands to reason that development timelines are often spent crafting these prototypes to fool the public. YouTube channel Game Maker’s Toolkit has made boatloads of money falsely analyzing level design and documenting his process developing an indie game, something that clearly ended months ago and is being milked now. If that isn’t enough to convince you, look at Reb Valentine’s article focused on games two years from release. Developers large and small flocked to out-lie one another. The effort that goes into wrecking a game to present with unpolished art, temporary user interfaces (UI), and placeholder graphics galore is more than it takes to make the game itself. So why do they do it?